In case you didn't know, if you own the texture full perm, right click the texture in your inventory and choose Copy UUID from the menu and paste it in your script. Its always better to put the texture UUID in a script than one in the inventory of the prims so that if you sell or give away the item they don't get the textures too.

If necessary you can make a list of them the script can choose from in the script itself. You don't need a notecard unless the customer will need to put in their own UUID's.

Re: llGetTexture - How do I get the UUID of a Texture when it is in inventory

There seems to have been a change to IIGetTexture a while back so that if a texture is in an object's inventory, then llGetTexture returns the texture name and not the UUID.

I can think of one way, but it means you will have to move around and adjust some scripts.

I didn't try it, but I think all you need to do is making sure you don't have the script and texture in the same prim. So let's say you have the script that applies the texture to the object in one prim, that's where you want the texture in the contents aswell. Let that script texture another prim, within the linkset and put the script that reads the currently applied texture in that prim. As I understand it the script will then return the UUID.

"The superior man understands what is right; the inferior man understands what will sell."Confucius

Re: llGetTexture - How do I get the UUID of a Texture when it is in inventory

This was quite a tough problem (and a real deficiency in the llGetTexture).

To get the Texture Key string and not the texture name from within a prim that contains that texture, you can link a prim to it then insert these lines of code. texturename is string containing the name of the texture you want to get the ID of.

Really old post but another solution is to just loop through all inventory items getting the itemName of i, get the inventory type of itemName and if (type == INVENTORY_TEXTURE) then llOwnerSay((string)llGetIventoryKey(itemName));